/*******************************************************************************************
*
*   raylib [textures] example - Load textures from raw data
*
*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
*   This example has been created using raylib 1.3 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

use raylib::prelude::*;

#include <stdlib.h> // Required for: malloc() and free()

pub fn run(rl
           : &mut RaylibHandle, thread
           : &RaylibThread)
    ->crate::SampleOut
{
    // Initialization
    //--------------------------------------------------------------------------------------
    let screen_width = 800;
    let screen_height = 450;

    rl.set_window_size(screen_width, screen_height);
    rl.set_window_title(thread, "raylib [textures] example - texture from raw data");


    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    // Load RAW image data (512x512, 32bit RGBA, no file header)
    Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
    Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
    UnloadImage(fudesumiRaw);                               // Unload CPU (RAM) image data

    // Generate a checked texture by code
    int width = 960;
    int height = 480;

    // Dynamic memory allocation to store pixels data (Color type)
    let *pixels = (Color *)malloc(width * height * sizeof(Color));

    for (int y = 0; y < height; y+=1)
    {
        for (int x = 0; x < width; x+=1)
        {
            if ((x / 32 + y / 32) / 1) % 2 == 0
                pixels[y * width + x] = Color::ORANGE;
            else
                pixels[y * width + x] = Color::GOLD;
        }
    }

    // Load pixels data into an image structure and create texture
    Image checkedIm = LoadImageEx(pixels, width, height);
    Texture2D checked = LoadTextureFromImage(checkedIm);
    UnloadImage(checkedIm); // Unload CPU (RAM) image data

    // Dynamic memory must be freed after using it
    free(pixels); // Unload CPU (RAM) pixels data
    //---------------------------------------------------------------------------------------

    // Main game loop
    return Box::new(move |rl: &mut RaylibHandle, thread: &RaylibThread| -> () // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // TODO: Update your variables here
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        let mut d = rl.begin_drawing(thread);

        d.clear_background(Color::RAYWHITE);

        d.draw_texture(checked, screen_width / 2 - checked.width / 2, screen_height / 2 - checked.height / 2, Color::WHITE.fade(0.5));
        d.draw_texture(fudesumi, 430, -30, Color::WHITE);

        d.draw_text("CHECKED TEXTURE ", 84, 85, 30, Color::BROWN);
        d.draw_text("GENERATED by CODE", 72, 148, 30, Color::BROWN);
        d.draw_text("and RAW IMAGE LOADING", 46, 210, 30, Color::BROWN);

        d.draw_text("(c) Fudesumi sprite by Eiden Marsal", 310, screen_height - 20, 10, Color::BROWN);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(fudesumi); // Texture unloading
    UnloadTexture(checked);  // Texture unloading

    CloseWindow(); // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}